The Game of Crusading Thrones, Self-Insert Edition (GoT CK2)

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Adhoc vote count started by notbirdofprey on May 9, 2020 at 1:59 PM, finished with 32 posts and 15 votes.

  • [X] Lay Carefully the Groundwork
    [X] Plan Schools and God's Eyes
    -[X] Issue Command (Western Lords): Expand Logging around Deepwood Motte, Cost 350 Gold, Diplomacy DC 30, Stewardship DC 35
    -[X] Speak with Vassals (Barrow Houses): Most of your direct vassals are loyal and trustworthy, but it's good to keep an eye on them all the same. And if any of them have trouble, you might be able to help. Time: 1 season. Cost: 50 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
    -[X] Expand the Schools: You've a school in Winterfell which serves a few dozen children and less than twenty adults as a part-time duty for one or two of the acolytes. Buy a small building in Wintertown, give those acolytes the full-time duty of teaching people to read and write, give an incentive or two for people to learn and then join up with the civil service, and you expect to have classes much larger. Hopefully at least a few of the graduates will fill in the gaps in your civil service. Time: 2 seasons. Cost: 900 gold, upkeep, Citadel attention. DC: 45. Reward: Increased literacy, support for civil service, Citadel attention.
    -[X] Plan the Process: You will need to take several steps before you can truly begin industrializing. The first one has been taken, but now you need to find places to build textile mills, find people to make the parts, find workers, and that's all before you will see a single copper back on this investment. And you will probably want to take some precautions to prevent riots or the other issues England had with industrialization. Take some time and figure things out. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Plans made for industrializing, potential problems averted, new actions unlocked, useful actions noted.
    -[X] Free Action: Sky-Mills: Many of the rivers you would build waterwheels on have drifting chunks of ice that would make construction less practical, and in any case, there are only so many places waterwheels can be built where they would provide enough power to be worthwhile. Windmills, however, require only empty fields to function and clear weather to be built. And they would serve just as well for grinding grain into flour. Time: 2 seasons. Cost: 100 gold. DC: 35. Reward: Increase to farming income.
    -[X] Copy Books: Create some copies of books for the Citadel. They will pay you a good price for it, but they will also be trying to figure out how you do it, and saying yes risks your monopoly. Saying no will get their attention as well though. Time: 1 season. Cost: 25 gold. DC: 35. Reward: Increased attention from the Citadel, one-time income.
    -[X] New Darning: There's a couple devices in your darning barn that do it differently than the traditional methods. It's faster and it works better as well, and its one of the reasons that you are making so much coin from it. Find out who came up with it, find out more about how these work, and spread them to the rest of the barn. Time: 1 season. Cost: 100 gold, optional reward. DC: 45. Reward: Learn more about darning.
    -[X] Double Down: The God's Eyes: While you can open the God's Eyes more or less at will now, it can be difficult to keep them open, especially in places full of magic like Winterfell. You also suspect you are missing a great deal of nuance when you look at people or more complicated items like your crown, which just looks like plain metal. Or that skin, which makes you shudder whenever you think of it. Further practice could also extend how long you can use this gift. Time: 1 season. Cost: 0. DC: 70. Reward: Greater control and skill with the God's Eyes, more information about the skin.
    -[X] Rolling and Slitting mills
    [X] Lay Carefully the Groundwork
    -[X] Issue Command (Western Lords): Expand Logging around Deepwood Motte. Cost: 150 gold, 1 Influence. Diplomacy DC: 30 Stewardship DC: 25
    -[X] Speak with Vassals (Barrow Houses). Time: 1 season. Cost: 50 gold. DC: 30. Reward: Vassal relations boosted, aware of problems
    -[X] The Fair Folk. Time: 1 season. Cost: 20 gold. DC: 30/60. Reward: Information about the fey.
    -[X] New Farm Tools. Time: 1 season. Cost: 650 gold. DC: 40. Reward: Small increase to farming income, will increase in later turns. Small increase to food surplus. (+15)
    -[X] Plan the Process. Time: 1 season. Cost: 50 gold. DC: 40. Reward: Plans made for industrializing, potential problems averted, new actions unlocked, useful actions noted..
    -[X] Copy Books. Time: 1 season. Cost: 25 gold. DC: 35. Reward: Increased attention from the Citadel, one-time income.
    -[X] Spread Knowledge. Time: 1 season. Cost: 120 gold. DC: 30. Reward: Can spread as many or as few technologies as desired. (spread non-vital tech [exempting chain ballista, concrete and the printing press] like seed drills, ship coppering, etc.)
    -[X] Family Time. Time: 1 season. Cost: 0. DC: 40. Reward: You feel better, your family feels better.
    -[X] Train Your Children (Martial). Time: 3 seasons. Cost: 0. DC: 55. Reward: Eddard's and Edwyle's stats improve, chance of trait, chance of your stats improving.
    --[X] Double-down
 
Turn 25 Results
New Commands:

-Issue Command (Western Lords): Expand Logging around Deepwood Motte. Cost: 150 gold, 1 Influence. Diplomacy DC: 30 Stewardship DC: 25

-1d100+19 = 85. 1d100+17 =38. House Glover was naturally eager to improve their lands, although there were several serious obstacles to doing so. First and foremost were the numerous fey enclaves, all of which you would probably need to negotiate or remove, but again the lack of transportation would be an issue. House Glover also had some fairly unruly vassals. Persuading some Green Men to offer their services to Master Glover helped the first two, and you left him to handle the second as paths are carved through the wood and massive tree trunks dragged down carefully graded slopes. Camps under construction

Continuing Commands:

-Issue Command (Barrow Houses): Send them more gold to help fortify the rivers, 1800 Gold. Diplomacy DC 0, Martial DC 45.

--You are not the only one who anticipates war coming with winter's end. Lord Dustin has not said that in so many words, but he did send you a letter telling you that he would be purchasing equipment and training men, enough to double the amount of armsmen he can rally. And he has poured resources into constructing the defenses you demanded, drawing on family connection to several other houses to receive loans of supplies and labor from House Hornwood and several vassals, using it to complete the defenses in impressive time. All river mouths heavily fortified.

Martial:

-Blood in the Wood: The broken bodies of all manner of malevolent fey carpet the north of the Wolfswood as they rally under some manner of fey nobility to attempt a siege of House Forrester. Between the steel and strength of the Wardens and House Forrester's armsmen and fights among the fey themselves, they were utterly defeated. Afterwards, several among them came forth to offer fealty to the "Great Magnar of Winter's End." Hostile fey defeated, vote will be presented at end of Interlude.

-Gifted Warriors: Fifty wargs kneel before the heart tree, swearing their solemn oaths to serve you and House Stark, surrounded by your loyal guard. Blood is shed by falcon's talons, and fifty drops of it fall onto the ground before the weirwood tree. A sudden breeze blows through the air, the snow on the ground blowing up in a spray, making you close your eyes reflexively. The ground is of blood stains when you open them again. Looking closely, it seems like the roots might have shifted, but you can't tell for sure. It matters not, their oaths were given and you accept them. Fifty strong force of falcon-bonded wargs recruited, thirty healers.

Diplomacy:

-The Most High Holy: Finally the election is done, all the candidates having accepted the judgement of the Most Devout. The new High Septon has taken no name, for such are the demands of the gods. Reading the scroll Willem sent you, you muse that one would think the nameless gods would be more likely to have such a requirement than the Seven. In any case, his first sermon was half conciliatory, speaking of how peace is best for spreading the Light of the Seven and of the wisdom of the Crone, and then it turned into a scourging condemnation of the Ironborn and a demand for all good and honorable people to stand against them. Not bad, you note a couple particularly impressive faces for your own use. A High Septon with favorable attitudes towards you and a very hostile attitude to the Ironborn has been elected.

-Speak with Vassals (Barrow Houses): 1d100+20 = 47. House Dustin wants several things, most notably to be left alone. You have made many demands of them, and while their customary close alliance with House Ryswell and the support of House Hornwood has eased the burden as has your generous contributions to their coffers, Lord Dustin's pride has been sorely tested. Alternatively, you could perhaps formalize his house's position as the Warden of Saltspear or the Warden of the Barrowlands or a similar title. Making Barrowton a city would be eagerly accepted by them as well, although that would anger House Manderly – White Harbor's status as the sole city has given them pride and wealth for many years. House Ryswell, as per usual, mostly follows House Dustin's lead, although showing them honor and respect would not go amiss. House Dustin is annoyed at being asked to do things all the time.

-The Fair Folk. 1d100+20 = 59. You ask Frost some questions, gaining a greater understanding of who the Fair Folk are and how to deal with them. You study old, fearful tales, which don't really tell you anything. You absolutely did not expect to find some strange wine slipped into your drink. Your dreams are…strange that night. Interludes.

Stewardship:

-New Farm Tools: 1d100+20+15= 104. 1d100+4 = 15. You had designed new farm tools like seed drills and some similar useful devices a long time ago, but honestly you had mostly forgotten about it until you went on your industrialization design spree. Once that happened, you started kicking yourself. For your plans to truly work, you would need more people, which means more efficient farming. There's no time to start catching up like the present. The forges are given new parts to design, and iron is hammered into shape and wood cut to make the parts for seed drills. It will take time for you to see improvements from the harvest…Seed drills and other tools being built, action unlocked.

-Plan the Process: 1d100+20 = 58. First, you will need people. That's clear. You have gained a steady trickle of refugees for some time, but that might not be enough. Looking into other possible sources of population would be a good idea. Alternatively, making more improvements to agriculture would free up some farmers for work in factories, or finding potatoes. Finding potatoes would be great. You are also starting to run out of places to put waterwheels. If you build one or two more factories, you will need to start looking into locations outside of Winterton. Similarly, expanding the improved roads west or east will likely be necessary for doing large amounts of trade with the south. It's either that or digging a canal, or perhaps clearing out the rapids on the White Knife. You will also need to make some sort of concession to guilds throughout the north, or there could be political trouble. And this might start you on a path that will displease the Green Men. This is going to be a larger headache then you thought…Actions which will help will be marked with asterisks, new actions unlocked.

Learning:

-Copy Books: 1d100+20 = 53. This is something you have arranged for a few times before, although interest is slowly beginning to dry up. You suspect the Citadel has shifted policy towards this, perhaps requiring individual maesters to pay for books to be copied. Some discussion with your contacts in the Citadel confirms exactly that; they were running out of discretionary money it seems. Irritating, this will become more difficult. Perhaps there is an opportunity though…+200 gold, new action unlocked.

-Spread Knowledge: 1d100+20 = 119. 1d100+19 =21. There are a few things you keep as "state secrets," but the vast majority of technology you have "invented" is written down in detail, and sent by courier to each of your vassals. What happens next is somewhat unexpected, but several of your lords start corresponding with you and each other, trying to improve further. Even the Umbers get involved, which you would not expect, but Lord Umber tells you "There's nothing better to do in Last Hearth, one can only beat your nephew so many times," in one letter. Nothing has come of it yet, but closer ties and attempts at innovation are always useful. Technology spread, vassals are trying to innovate more and discussing possibilities with each other.

Piety:

-Rites of the Wild: Frost returned from Castle Green looking serene, with new rituals. Three of them this time, all related to the fey conveniently enough. He claims to have dreamed of something happening with them in the Wolfswood, and you rather wish he had told about that, you might have been able to save some lives. He insists he had his reasons. You would have like to know what those are too, but Frost insists some secrets are dangerous to even hear and you have to take his word for that, although you do bring him before a heart tree to swear that he was acting in what he felt was your best interest. Only then do you actually look at the rituals he developed. New magic unlocked

-Rites of the Flesh. Once he has shown you the rituals and taught what can be taught to some of the other Green Men present, he leaves again for Castle Green, purchasing various livestock on the way out. Probably for an offering, you have made one or two yourself. Locked 2 seasons.

Intrigue:

-Find the Leader: The Hunters found the leader. He was already dying when they tracked him down, his chest pierced by a steel-tipped arrow that cut right through him, burning away at his flesh as it traveled. A redcap, and a large and old one, which meant is was almost certainly very powerful. They were unable to interrogate it, since it didn't really have lungs anymore and it needed those to talk, but from what they could gather it was the major leader of some sort of faction hostile to the Old Gods and was planning some sort of ritual with "Wood-folks blood" and iron. A big ritual. Leader is found and killed, interrogation less than fruitful.

-Security Procedures. Snow was less than pleased about missing all that excitement for what he considered glorified childcare, but he did it all the same, sending off copies of the procedures (which are fairly basic, mostly about not talking about the tech in front of people who don't work with it and not showing it to people) to your vassals with the letters describing how to make seed drills and such. Security procedures taught.

Personal:

-Family Time: 1d100= 40. It was a holiday, a celebration of midsummer. Even in the coldest depths of winter, it was rare for the weather to be bad on this day, at least at Winterfell, and games and songs and laughter were everywhere one looked. The sun beamed down upon it all as the beer and ale paid for from your coffers were drank freely in the streets of Winterton and the corridors of Winterfell, although the Snowcloaks and the Guard both do not partake. Soon you will join in the festivities, but first you partake in a solemn rite with your whole family. A long-haired auroch is slowly led into the godswood by Eddard and Edwyle, their dark eyes steady. Gently, you take a knife, its edge sharpened till you could shave with it. "May blessings flow from the gods like blood from this offering," you whisper, drawing the knife across its neck. It dies without a sound. You all let out a slow sigh, and for a minute you think the heart tree smiles. The body is taken away as you leave. It will go out to Winterton to be served to those who hunger. As soon as you are done Serena asks Lyanna to play "bear" with her. You and Jeyne smile as she indulges your daughter. Family time goes well, everyone gets along.

-Train Your Children (Martial): 1d100+16+20 = 69. This is frankly embarrassing. Both of the twins are better at strategy and tactics than you! In every wargame they trounce you, Eddard especially. You almost won against Edwyle a couple times, he is bad about watching his flanks. Rather than admit defeat, you change tactics, talking about logistics, trying to emphasize how important it is. The basics at least are easy to comprehend: they can understand how a man without food, weapons, or armor can't fight. They just have trouble figuring out how to supply an army, which is after all fairly difficult. You are teaching them logistics.

I will be editing the info sheets tomorrow.
 
-The Most High Holy: Finally the election is done, all the candidates having accepted the judgement of the Most Devout. The new High Septon has taken no name, for such are the demands of the gods. Reading the scroll Willem sent you, you muse that one would think the nameless gods would be more likely to have such a requirement than the Seven. In any case, his first sermon was half conciliatory, speaking of how peace is best for spreading the Light of the Seven and of the wisdom of the Crone, and then it turned into a scourging condemnation of the Ironborn and a demand for all good and honorable people to stand against them. Not bad, you note a couple particularly impressive faces for your own use. A High Septon with favorable attitudes towards you and a very hostile attitude to the Ironborn has been elected.
Please Please let this be that Green Man we sent south. It will be hilarious if years later when he's on his death bed he out right says. "Oh yeah by the way I follow the Old Gods so I want my body sent North."
 
Okay, a productive round overall -- nothing too miraculous, but no catastrophic failures either. Certainly disappointed that crit-fishing on training the twins didn't pan out, but again - I can live with that when we didn't fail on anything. Couple of things I wonder/wanna know more about...
-Speak with Vassals (Barrow Houses): 1d100+20 = 47. House Dustin wants several things, most notably to be left alone. You have made many demands of them, and while their customary close alliance with House Ryswell and the support of House Hornwood has eased the burden as has your generous contributions to their coffers, Lord Dustin's pride has been sorely tested. Alternatively, you could perhaps formalize his house's position as the Warden of Saltspear or the Warden of the Barrowlands or a similar title. Making Barrowton a city would be eagerly accepted by them as well, although that would anger House Manderly – White Harbor's status as the sole city has given them pride and wealth for many years. House Ryswell, as per usual, mostly follows House Dustin's lead, although showing them honor and respect would not go amiss. House Dustin is annoyed at being asked to do things all the time.
Are there formal "Warden of the ___" positions in the kingdom? I don't believe we've heard of them previously, though I could have missed that easily enough. And, do we have the sense that a wardenship or two going to be less politically messy (if also less rewarding) than making Barrowton a city would be?
-Copy Books: 1d100+20 = 53. This is something you have arranged for a few times before, although interest is slowly beginning to dry up. You suspect the Citadel has shifted policy towards this, perhaps requiring individual maesters to pay for books to be copied. Some discussion with your contacts in the Citadel confirms exactly that; they were running out of discretionary money it seems. Irritating, this will become more difficult. Perhaps there is an opportunity though…+200 gold, new action unlocked.
Has this most recent round finally satisfied the merchant sidequest? I know that the "Power Blocs & Attitudes" segment is likely going to see a major overhaul with many events passing and/or being satisfied by next round, but I just wanted to enquire about this one specifically so I know if we need to budget in for the new action being unlocked to accomplish this sidequest in time.

And, in terms of starting to plan things out for farther down the road, do we have an idea of the Iron Fleet's strength/preparedness right now, or would that require a dedicated intrigue action? I'm not wild about the idea of burning 3000+ every round to have various shipyards cranking out boats, but if it's what we need to do in order to be prepared in time for the coming war, and need to massively up the number of ships in our burgeoning fleet, then it's what needs to be done.
 
Are there formal "Warden of the ___" positions in the kingdom? I don't believe we've heard of them previously, though I could have missed that easily enough. And, do we have the sense that a wardenship or two going to be less politically messy (if also less rewarding) than making Barrowton a city would be?

I think Barrowtown a city is something we want to do anyway. If we build a cross isthmus roadway from Crewyn to the Tallharts shipyard on the lake, and bridge the rapids on the White Knife, that would make White Harbor to Barrowtown a plausible trade route, and probably benefit White Harbor quite a bit.

And, in terms of starting to plan things out for farther down the road, do we have an idea of the Iron Fleet's strength/preparedness right now, or would that require a dedicated intrigue action? I'm not wild about the idea of burning 3000+ every round to have various shipyards cranking out boats, but if it's what we need to do in order to be prepared in time for the coming war, and need to massively up the number of ships in our burgeoning fleet, then it's what needs to be done.

Spy network in the Iron Isles would probably be needed for this.
 
There are a few, mostly in the North, although House Reed is the Warden of the Causeway.

The wardenship will probably be less messy, although it has a chance of causing a political shakeup, albeit a smaller one than making Barrowton a city.

The only "safe" thing to do politically speaking is not give commands to the Barrow Lords for a bit.

And you are getting close to completing the quest, although it will require either another Learning/Diplomacy action or going down a different chain entirely.

And yeah, you will need better spies to get an idea of what the Iron Fleet is like other than "large" and "distracted."
 
There are a few, mostly in the North, although House Reed is the Warden of the Causeway.

The wardenship will probably be less messy, although it has a chance of causing a political shakeup, albeit a smaller one than making Barrowton a city.

The only "safe" thing to do politically speaking is not give commands to the Barrow Lords for a bit.

And you are getting close to completing the quest, although it will require either another Learning/Diplomacy action or going down a different chain entirely.

And yeah, you will need better spies to get an idea of what the Iron Fleet is like other than "large" and "distracted."
Thanks for the info! One more question, for now: how many shipyards do we have, and which are available? I know that the Barrows Shipyard is currently working on its own fleet, and we have at least 2-3 more on the West Coast, but I don't remember which, if any, are in the process of building a fleet at the moment.
 
You have three shipyards on the western coast and one in White Harbor. Right now, all three have fleets and they are focused on maintaining and repairing them and occasionally expanding a little.
 
@notbirdofprey Since it is 111AD what happened to some of the quests that had a time limit for 110AD since they are still shown in Power Blocs and Attitudes? Like the book quest or some others.
I believe that was a typo, as the previous round was Spring 110.
You have three shipyards on the western coast and one in White Harbor. Right now, all three have fleets and they are focused on maintaining and repairing them and occasionally expanding a little.
Does this mean then that it would be straining their resources to order a second fleet from any of them?
 
Bear Island yes, the others could probably afford it.

And yeah, Marlowe was correct, that was a typo I kept forgetting to fix. All the info should be up to date, let me know if I missed anything.
 
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I believe that was a typo, as the previous round was Spring 110.
Thanks. Missed the typo and was confused why there were so many quests with a past deadline. Noticed that the year typo was quietly fixed.

I am wondering if giving a city charter won't be worth it in the long run even with the opinion hit with the Manderlys. It would help with the growth of the North and further city charters would be less problematic as there won't just be one city. We will have trouble with the Manderly anyway when Wintertown becomes a city.
I also wonder how long before we start taking opinion damage with our citizens due to not having walls around Wintertown. Even Tolgett's Yard has walls.
 
I would give Barrowtown a City Charter tbh. More development of the North and all that. We can mitigate the opinion hit by just doing one of their missions or just doing a Diplo action.
 
You have three shipyards on the western coast and one in White Harbor. Right now, all three have fleets and they are focused on maintaining and repairing them and occasionally expanding a little.

Don't we have four shipyards on the West Coast?

Barrowtown
Tolgett's Yard (Deepwood Motte) - this one does not yet have a fleet
Bear Island
Torren's Lake (the first one we built)

I would give Barrowtown a City Charter tbh. More development of the North and all that. We can mitigate the opinion hit by just doing one of their missions or just doing a Diplo action.

Looking at it, that would cause us to lose 1 Opinion with the Manderlys (who are currently at 9) and potentially change their politics. On the other hand it would also fulfill the Rivals quest, which gains us 1d2 Influence, and 1 Opinion with each of them. We'd also get the Barrow Houses quest "Reward House Dustin for their loyalty. Reward: +2 Opinion, +1d3+1 Influence, +10 bonus to next to commands to Barrow Lords."

So I think it would be overall a good move to make Barrowtown a city. We can't please everyone all the time. We will just need to make sure that we favor House Manderly in some future benefit for them, which I think we are fine to do. (For example, we could assist them in setting up a textile mill).
 
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Do the manderlys rise sheeps for raw materials for a textil mill?We better help those vassals who raise a lot of sheeps to build a textil mill.Like this they will get more money by selling clothes and other things made from wool so we get more money from taxes and we get an opinion boost.
For manderlys we can try to get a new trade deal for them.
 
Interlude: In the Land of Dreams, Pt. 1
You went to sleep in your bed. You awaken in a cavern of natural stone. It is pitch black except for glowing…you don't know what to call them. They look like snowflakes that fall and rise, seemingly without a pattern. One passes through your arm and it feels like a ray of the summer sun struck your flesh. You find yourself wanting it, wanting more of that feeling. It is so cold in this dark, dark tunnel…

Despite the temptation, something in you resists, resists chasing the glow-flakes, resists giving in. A dark chuckle comes from somewhere nearby as you feel the weight of your crown settling on your head, its runes shining, driving back the shadow around you. The rune-light feels different from the glow-flakes, like the difference between wool and silk.

You are wearing your cloak now. There's no magic in it, you know, but it is comfortable and familiar and warm. Fenrir is with you, and your raven, and the shadowcat, grinning at you with pale green eyes.

"It seems poor manners to leave a guest waiting!" you cry out, and stepping out of the shadows comes a man, tall and fair, with pitch-black hair. He looks almost beautiful, except for his eyes. Where they should be there is only an expanse of pasty, smooth flesh. He wears clothes like a Reachman might, all in black and white, with the sigil of a two-headed bird on his breast. At his hip is a long sword of bright gold, the only thing of color on him.

"Apologies, Your Grace, I was simply putting the finishing touches on tonight's…entertainment," he says with a graceful bow. "I am the Lord of the Empty Shadows, and these are my halls you walk tonight."

You notice he does not call you a guest, even if he says things which suggest that. Your head begins to ache…you didn't expect any different from one of the Folk Beneath the Hill, but that doesn't mean you like this sort of play.

Still, he turns on his heel and begins walking down the tunnel, and you are not foolish enough to wander here alone. You follow silently behind him, wary and cautious. The walls of the cave grow smoother, changing from rough rock to obsidian polished to a mirror shine. You see things in it, things that aren't quite there. Your mother, or maybe Torrhen's. A dark wave bending away from you. A ship burning in harbor. An ancient mace lying broken in pieces. Sometimes you see people walking away from you, but as you reach out to touch the wall you feel only smooth unyielding stone.

All the while, the tunnel is silent. The Lord of Empty Shadows does not speak, and none of your footsteps make any sound against the floor. He takes a step forwards and vanishes from sight. You start to hesitate but your shadowcat is behind you still walking and you stumble forwards –

You are in a clearing. High above you, all around, are knotted and gnarled trees, each one with a twisted trunk that splits again and again. Creatures of the forest sit in every cleft – cats and raccoons and bears and other beasts, strange to your eyes. In the center a pale white fire burns, dancing across bare rock.

High above it, you see the sky, of a deep, rich purple, as empty and desolate as the grave. There is no moon, no cloud, no star to be seen, and something within you mourns at the sight. Your raven flies high up, seemingly searching for something, but a sharp whistle comes from nearby and it spirals back down, coming to rest on another's arm.

"Apologies, some of my kindred are forgetful of mortal frailties. I am the Lady of Broken Dusk, and it is my pleasure to have a Magnar of Winter as a guest at one of my revels."

She gives you a graceful, deep curtsey, inclining her head. She is as beautiful as the Lord of Empty Shadows, and just as unsettling, for while she has eyes the colors in them are in jagged, hypnotic swirls, black mingling with white mingling with a purple that matches the sky above. She hands you the raven back, and it perches on your shoulder.

"Such a grand revel I have not had for many turnings of the Wheel. I would be honored greatly if you would deign to spend the night on my arm as I greet my other guests. One might even say I would be in your debt," she says, practically licking her lips.

You are about to accept her offer wholeheartedly, but you spy a heart tree standing alone on the far side of the clearing. Scattered about are all manner of revelers, goat-headed satyrs and winsome nymphs, wizened crones clutching strange sacks and withered old men sitting cross-legged by bones and dice, people made of woods and people made of leaves. Most of all though, there are shadows dancing about the flickering flame. You will…

[] Accept her offer. An opportunity to meet fey while under the protection of one of their nobles, a chance to learn more about them, and a chance to get her in your debt…this is something that only comes rarely.

[] Politely decline and…

-[] Seek out the Lord of Empty Shadows. What did he mean by entertainment?
-[] Speak to the revelers (write-in if you want a specific group)
-[] Pray by the heart tree
-[] Ask her some questions
-[] Try and communicate with your shadowcat

[] You don't like this. Try to wake up…

[] Write-in

Getting the fey impression of things is really tricky, I hope I did a good job.
 
[X] Accept her offer. An opportunity to meet fey while under the protection of one of their nobles, a chance to learn more about them, and a chance to get her in your debt…this is something that only comes rarely.
this is going to be a pain fey and there games
 
[X] Politely decline and…
-[X] Pray by the heart tree

it's the bloody fae if they are like mythological fae of irl you do not want to trust them as they are tricksters by nature so if we are to interact with them let's beseach the old god's for protection first.
 
[X] Politely decline and…
-[X] Pray by the heart tree

We could use some friendly divine intercession right about now...
 
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This is literally the number one thing to not do with Fey. Ever.

The question is why she would consider it a debt, she is powerfull so her debt means something and thus using it merely for accompaniing her rings alarm bells in my head. Otherwise i would be willing to accept.

Edit: I just figured it out and it might actually be harmless, IF she knows we are in fact ISOT traveller from another world accompaniing her would be prestigeous. But that Raises question how the hell does she know ?
 
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